The bumping of the train was preventing Franco from sleeping. Not that he really needed to sleep much anymore, but every Other retained some of the pleasures from back when they were human, at least for their first century or so. He desperately wanted to take a nap, but every time he’d finally begin to doze off, the train would bounce suddenly, and he’d be jolted awake. It didn’t help that he was nervous about his cargo.
His decade-long search had finally culminated in discovering the last piece of the puzzle he had been assigned to solve. It had taken years of patience, but he had finally gotten the last ingredient from an old hermit living in the mountains in Siberia. It turned out that the man was an Other as well, which was probably the only way he managed to survive in such cold weather. His abilities were weak, though, and Franco had had no trouble procuring what he needed. Once again, he was tempted to take out his precious cargo and stare at it, to gaze in wonder at the small item that had taken nearly ten years of his life. Albeit, he had many many more decades ahead of him, but he had only become an Other thirty years ago, so he had yet to assume the casual indifference towards the passing of time that was so common among the elder Others. He leaned his head back in yet another attempt to doze.
He awoke with a start yet again, but this time the train was not at fault. He had sensed an extremely large expenditure of Light energy very nearby. Caught by surprise, he didn’t have time to react before someone pushed him into the Light Portal that had suddenly appeared in the seat next to him. He tumbled through the other side and landed in a large snowdrift. Recovering quickly, he rolled to the side just as a blast of bright light scorched the snow where he had been lying a moment before. He jumped to his feet and stretched out a hand towards his assailant, touching the jade artifact in his pocket. Power flowed through him, and a series of grey ropes wriggled through the air towards the Light Other. As they neared his opponent, they smashed into a transparent convex barrier and disintegrated. Franco’s eyes widened, and he crouched into a defensive stance, summoning the power needed to erect a Dark Shield if necessary.
The Light Other seemed a bit stunned as well. He reached up and adjusted his glasses before speaking. “Goodness, I certainly wasn’t expecting such a powerful counterattack. You must have been granted an item by your superiors, because I know of no second level sorcerer who could cast the Grey Prayer at all, much less remain standing after doing so.†Franco grimaced internally; he had expended almost all of the power remaining in the jade figurine, and had only his own power to rely on to protect himself. Still, the Light One must have used up a large quantity of energy as well, because any shield strong enough to resist a Grey Prayer required vast amounts of power.
The Light One sniffed and rubbed his nose, and Franco readied himself for another attack. He watched as the Light One’s shadow rose from the ground and engulfed the man, and then the Light One was gone. Franco quickly raised his own shadow, and plunged into the Twilight. As the world became grey and desolate around him, he saw that the Light One was already finding the thin wisps of shadow that remained in the Twilight and stepping into it. Gritting his teeth, he grasped blindly at the edges of where he suspected his shadow was, and stepped into the second level of the Twilight. He could already feel the Twilight draining his energy, sucking his life force out of him greedily. The landscape had become completely barren; no trees, hills, or mountains existed anymore, only a wide, flat expanse of grey before him. He knew that he could not remain at this level very long, but he also knew that being attacked from a deeper level of the Twilight would spell his doom. He locked eyes with the Light One, and his heart sank as his opponent grinned and lifted a sphere that seemed even greyer than the landscape around him. The Light One took two steps towards him before crushing the sphere in his hand. Then he was gone.
Franco desperately searched the ground for his shadow. He knew he wasn’t strong enough to last even five seconds in the third level of the Twilight, but he had no choice at this point. His head started spinning, and the edges of his vision began to turn to black. He fumbled weakly with his mind for his shadow, but he knew it was no use, as the Light One appeared suddenly behind him and ran him through with a sword of pure light. His last feeling was the Light One rummaging through his pockets, and then all he knew was despair as the Twilight tore his soul in twain and absorbed it into its essence.
Posts
Basic Dynamics and Win Conditions
1) Find and eliminate all of the Fanatics within their own group. Thus, the Light Others will win if all the Light Fanatics are eliminated, and the Dark Others will win if all the Dark Fanatics are eliminated.
OR
2) Become three times as powerful than the opposing side (Light vs. Dark). Thus, if at some point in the game the Dark Others’ power becomes three times greater than that of the Light Others, the Dark Others will win, and vice versa.
The Purists can only win if Win Condition #1 is fulfilled for their side. The Fanatics can only win if Win Condition #2 is fulfilled for their side. Regular Others can win with either win condition. The first group to fulfill a win condition will win the game. In the case of simultaneous win conditions being met, Condition 2 takes preference over Condition 1.
Voting
Light and Dark Motives and Incentives
Dark Others will not suffer any chance of dematerialization for making any attack. However, if the Dark Others successfully vote on a Fanatic to send to the Inquisition for execution, there is a very small percentage chance (10%) that the Fanatic will know some damaging information about one of the Dark Others who voted for him, and will reveal it to the Inquisition. If this occurs, the Dark One in question will be executed.
Power Levels
A player’s power level determines several things: what spells they can use, how well they can defend themselves, how much they can perceive about other players, and their “status” among other players on their side. (A list of common spells can be found below.) Normally, a player will receive (7 - Level) "Spell Points" for distributing each round. Great Ones will have even more spell points. A player’s defense is their level minus the combined levels of any spells they used that round, adjusted for the reverse level system. For example, if a Level 2 player (5 points) uses a Level 3 spell, then he can defend himself against another player using 2 spell levels. This may be a little confusing because player levels with higher numbers are actually weaker, but if you think of Player Level 6 being worth 1 Spell Point, and Player Level 1 being worth 6 Spell Points, the math becomes easier.
Certain abilities can only be detected by players with a level equal to that of the ability. Also, any player, when engaging in any sort of actions with or against another player, can determine that player’s exact level if it is less than or equal to the first player’s level. When a player is affected by other players' spells or abilities, only the level information is known and not the name of the player nor any other information. For example, if a Level 3 player attacks a Level 5 player, then the Level 3 player will be able to see that his opponent is at Level 5. However, the Level 5 player will only be able to see that he was targeted by someone of a higher level.
Spell Points and Spells
Offensive Spells – Offensive Spells can be cast at any level. The power of an offensive spell is based on how many Spell Points are spent on it.
Defensive Spells - Defensive Spells can be cast at any level. The power of an defensive spell is based on how many Spell Points are spent on it. By default, any unused points spent by a player are assigned to defense.
Damage taken from an Offensive Spell is dependent on the difference between the Offensive Spell Level and the Defensive Spell Level.
Offense level - Defense level = 0 - Target takes 20 HP Damage
Offense level - Defense level = 1 - Target takes 25 HP Damage
Offense level - Defense level = 2 - Target takes 35 HP Damage
Offense level - Defense level = 3 - Target takes 50 HP Damage
Offense level - Defense level = 4 - Target takes 70 HP Damage
Offense level - Defense level = 5 - Target takes 100 HP Damage
Offense level - Defense level = 6+ - Target takes 150 HP Damage
Every level above 6 does not increase damage but makes it more difficult to decrease the damage taken. Every level below 0 decreases damage taken by 5: if OFF - DEF = -1, 15 HP Damage is taken, and so on.
Support Spells – Support Spells provide bonuses to allies. Support spells come in defensive and offensive varieties. Depending on how many Spell Points you spend on a support spell, your ally will gain a certain number of Spell Points to their offensive spell or their defense.
DEF Up 1 (1 Spell Point) - Increase an ally's defense one level.
DEF Up 2 (3 Spell Points) - Increase an ally's defense two levels.
DEF Up 3 (5 Spell Points) - Increase an ally's defense three levels.
ATK Up 1 (2 Spell Points) - Increase an ally's attack one level.
ATK Up 2 (4 Spell Points) - Increase an ally's attack two levels.
ATK Up 3 (6 Spell Points) - Increase an ally's attack three levels.
Drain Spells – Drain Spells are the opposite of Support Spells. They inflict penalties on opponents. Drain spells also come in defensive and offensive varieties. Depending on how many Spell Points you spend on a drain spell, your target will lose a certain number of Spell Points from their offensive spell or their defense.
DEF Down 1 (3 Spell Points) - Decrease the target's defense one level.
DEF Down 2 (5 Spell Points) - Decrease the target's defense two levels.
DEF Down 3 (6 Spell Points) - Decrease the target's defense three levels.
ATK Down 1 (2 Spell Points) - Decrease the target's attack one level.
ATK Down 2 (4 Spell Points) - Decrease the target's attack two levels.
ATK Down 3 (6 Spell Points) - Decrease the target's attack three levels.
Twilight
Example: If Player B is in Twilight Level 2, and attacks Player A, who is in Twilight Level 1, then one point of Player B’s defense is ignored. Thus, applying this situation to the previous example, Player A would have only had 1 point of defense against Player B, meaning that Player B’s spell would deal damage equal to that of a Level 3 spell. However, being in a lower level of the Twilight does not increase the power of a spell, it merely reduces defense. Thus, if Player A had not devoted any points to defense at all, and Player B attacked him from a lower level of the Twilight with a Level 3 spell, it would still only do damage equal to that of a Level 3 spell, not damage equal to that of a Level 4 spell. In addition, a player attacking from a lower level of the Twilight gains First Strike against his target. On the rare chance that two players are targeting each other and both would deal enough damage to kill the other player, then the person attacking from a deeper level of the Twilight would deal his damage first, thus eliminating the other player before the other player had a chance to kill him.
The Inquisition: Accusations and Deals
Alternatively, any two members of opposing factions may make a deal with each other allowing them to take actions that would normally break the treaty, as long as the Inquisition agrees to the deal. For example, a Level 3 Light Other and a Level 4 Dark Other might each agree to allow the other a free Level 2 spell of their choice. If the Inquisition approves this deal, then the Light Other could use a level 2 offensive spell to attack a Dark Other, even though this would normally violate the treaty. In addition, if an Other is caught breaking the treaty, rather than accusing them, the opposing side might ask for the ability to break the treaty themselves sometime in the future. Thus, if a Dark Other catches a Light Other illicitly using a Level 3 spell on someone, the Dark Other could ask the Light Other to grant him the usage of a Level 3 spell in the future.
All requests to the Inquisition should be PMed to Maxim.
Character Types and Perks
Light Others: Enchanter, Enchantress, Shapeshifter
Dark Others: Sorcerer, Witch, Vampire
Enchanters and Sorcerers are basically regular Others who use spells normally. Witches and Enchantresses use spells normally as well, but in addition to that they have items that only they can use (Enchantress-specific items and Witch-specific items). Shapeshifters and Vampires are unusual Others with special rules.
Each player also has at least one 'perk' that will help to differentiate themselves from others of the same level and type.
Items
Inactivity
PMing Actions and Clarifications
Any clarification questions that cannot be made public should be sent to MrBlarney or visiblehowl.
Day End
Voting closes at 8 PDT/11 EDT. All actions must be sent in by then regardless of whether MrBlarney or visiblehowl is present to close voting. Any actions or votes occuring after the deadline will be counted towards the next day, or possibly ignored depending on how lazy/cranky the GMs are feeling. Votes should be made in bold red. No retractions are necessary, just make a second vote.
Great One of the Dark: Zot aka Cold Salmon and Hatred
3. Cold Salmon and Hatred
4. Crovaxan
5. DasUberEdward
7. Erandus
19. MechMantis
31. Stew_Stick
33. Toxic Toys
34. Ultros64
35. Varcayn
Dead Players
1. Bliss 101 - Dark Sorceror
21. Oatway - Dark Vampire
30. spaik - Dark Purist Sorceror
9. Fat.Pig - Dark Sorceror
23. Plutonium - Dark Fanatic Witch
2. cj iwakura - Dark Purist Sorceror
6. El Skid - Dark Fanatic Vampire
13. FunkyWaltDogg - Dark Purist Vampire
20. Mr. Defecation - Dark Fanatic Vampire
22. Osvik - Dark Sorceror
17. Lady Eri - Dark Witch
18. lonelyahava - Dark Fanatic Sorceror
28. Seriously
32. thorgot - Dark Sorceror
12. FrostMist - Dark Sorceror
15. Inquisitor - Dark Sorceror
27. Rygar - Dark Fanatic Sorceror
29. Shamus - Dark Sorceror
8. Exarch - Dark Sorceror
10. Fembot - Dark Purist Witch
11. FreeAgent - Dark Purist Witch
14. Gumpy - Dark Vampire
16. JoschuaEsQ - Dark Fanatic Sorceror
24. Quoth - Dark Fanatic Witch
25. Rainfall - Dark Witch
26. Romantic Undead - Dark Sorceror
You may read the other thread, but you may not post in it!
Day 1 ends Friday at 8 PDT/11 EDT
Clarifications
Clarifications
Basic Dynamics and Win Conditions
The information is out there to figure out exactly how we're going to judge that.
Edit: In other words, I'm not telling :P
Voting
Accusations against members of the opposite alignment are a separate mechanic.
Abstaining is frowned down upon.
Light and Dark Motives and Incentives
Spell Points and Spells
Twilight
Thus, the answer to Plutonium's question is that you must spend a point for each turn you're in the Twilight. If you move out of the twilight, then you are free to use that Spell Point for other uses instead. Spell Point drain only lasts while you're in the Twilight. Your full potential returns when you exit the level of twilight that drains you.
Clarification: Scrying, Support, and Drain can be used from deeper in the Twilight than the target, but Offensive and Healing spells need to be used on the same level as targets.
For example, if MrBlarney is on level 1 of the Twilight, and visiblehowl is on level 2, then visiblehowl can cast Scrying, Support, and Drain spells on MrBlarney without moving back to level 1 of the Twilight. However, if he wants to cast an Offensive or Healing spell on MrBlarney, he must move back to level 1 of the Twilight.
No spells can be cast on a target in a deeper level of the Twilight. In the previous example, MrBlarney would not be able to cast spells of any kind on visiblehowl without moving to level 2 of the Twilight.
The Inquisition: Accusations and Deals
Deals are made between players on opposite sides, submitting to the Inquisition (played by Maxim) a bargain of their choice. Bargains typically allow players to cast attack spells without fear of being accused once; these bargains only apply to the players signing off on the deal. Should someone make an accusation against such a player, if they are protected by a deal, then the judgment returned is that no judgment can be made. Deals can also be made semi-retroactively: as an example, if Player A knows that Player B broke the treaty, rather than make an accusation, he can strike a deal with Player B to be able to violate the treaty himself, and give Player B immunity to accusations on that attack. Keep in mind that both players in a deal must consent; it helps to bargain before submitting to the Inquisition.
You can make any side deals you want. The only deals that are sanctioned by the Inquisition, though, are deals regarding breaking the Treaty. And the only way you can break the Treaty (in this game) (as far as you guys know) is by attacking someone.
Please don't send a PM to Maxim telling him about how you exchanged knowledge of the Dark One's seer for the Light One's vigilante or something...
(Note: seer and vigilante roles may or may not exist)
Inactivity
If the player targeted by the vote dies of something else first, the vote just does nothing.
Order of actions: Twilight movement, Spell and item actions, Vote.
Various Reveals
Master Spreadsheet
Master Proboards
Role Effects
Enchantresses and Witches had the same properties, but could analyze and use special Enchantress- or Witch- only items. If a different player got a hold of these items, they would not be told their use. If a Great One got a hold of these items, they would be told if someone on their team or another team would be able to make use of them.
Shapeshifters could change into Animal Form, giving them an extra point of Offense and Defense. They could also act as a guardian shield for another player, taking their attacks. However, while in animal form only Offense and Defense spells could be cast, and their overall Spell Points was one less than normal players.
Vampires could use The Call with their entire spell point pool to try and prevent their prey from taking any actions, as well as hitting with an amount of unblockable damage equal to an Offense spell of the same level as the spell points spent. However, The Call did not work if the target was too strong, their level meeting or exceeding the level of the vampire. Vampires had one Spell Point less than the normal player.
Light got a bit of an advantage over the Dark with their unique special, and their Enchantress items were much better than the Witch items, in my opinion...
Player Distribution
Fanatics started out networked and were composed of a variety of roles. They had in their posession a weapon that had a power equivalent to a Level 5 Offense Spell. It could not be powered up, but could be blocked by regular defense spells. One player could use the weapon per night, and the weapon automatically stayed with the group no matter what. The Light Fanatics had a Knife of Light, the Dark Fanatics a Sphere of Darkness.
On the light side was a team of four Purists and eight Fanatics; on the dark side was a team of five Purists and seven Fanatics. It was assumed that the light would concentrate more on their own number while the dark side would concentrate on the other side initially, making the uneven distribution interesting. The Purists were perhaps a little underpowered and understaffed, but their power to Investigate without failure could hold potential for quite a bit of power, considering the Inquisition.
The Light Great One was an Enchanter with 8 Spell Points. The Dark Great One was a Sorceror with 8 Spell Points. Neither were aligned with Purists or Fanatics.
There were no 'spies' in either group.
Perks
Endurance 1 / 2- Start with 110 or 120 max HP (rather than the normal 100)
Adept 1 / 2 - All attack spells deal 5 or 10 more damage than normal unless negated below effective level 1.
Offensive- Any attack spell of level 2 or higher automatically receives one extra attack level.
Resilience 1 / 2 - Receive 5 or 10 less damage from all attack spells.
Defensive - If 2 or more points of defense are retained, one extra defense level is automatically provided.
Regeneration 1 / 2- If below maximum, regenerate 5 or 10 HP per turn.
Drainer - All spells in the drain category cost one less spell point to cast. (Could also use Offense Wands to increase Drain Spell SP)
Scryer - Able to use scrying spells. (Could also use Support Wands to increase Scry Spell SP) (see Special Spells section)
Healer 0 / 1 / 2- Able to use healing spells. May heal 5 or 10 more points than expected. (Could also use Defense Wands to increase Healing Spell SP) (see Special Spells section)
Special Spells
Healing Spells – Healing spells allow you to give back some HP to a target (but never above maximum). The more Spell Points you spend on a healing spell, the more HP you heal. Only certain people are skilled enough to be able to use healing spells.
Healing level 1 - Target recovers 20 HP.
Healing level 2 - Target recovers 25 HP.
Healing level 3 - Target recovers 35 HP.
Healing level 4 - Target recovers 50 HP.
Healing level 5 - Target recovers 70 HP.
Healing level 6 - Target recovers 100 HP.
Common Items
Offense / Defense / Support Wands
Wands are items that can store power within them. A wand is charged with a certain number of Wand Points. The bearer of the wand can use those points in addition to their own. Your wand also has the Support/Defense/Offense aspect. <A support wand adds levels to any support spell cast./ An offensive wand adds levels to any offensive spell cast./ A defensive wand adds levels to a person’s defense.> Wand points work a little differently than normal Spell Points. One spends wand points in order to gain Spell points. The more Spell Points one wants to add to their offense or defense, the more wand points it costs to do so. The Wand points to Spell Points ratio is indicated by this chart:
WP SP
1 1
3 2
6 3
10 4
15 5
White Noisemakers
White Noisemakers are items that block scrying attempts. To use a white noisemaker, you crush it in your hand. For one day, any scrying attempts on you will be blocked. White noisemakers can be used only once.
These items were Enchantress use only:
Ring of Aura Recognition
The Ring of Aura Recognition is an Enchantress-only item. It is a ring that can capture a snapshot of an attacker’s aura. Any time the Enchantress holding the ring is attacked, the ring records the aura of the attacker, and the Enchantress learns their full identity (name, level, and character type). If the Enchantress is killed, the ring goes to the Great One for the Light Others. He can then give it to another Enchantress, who can analyze it and find out the identity of every person who ever attacked the Enchantress who formerly held the ring.
The Ring is a passive item; there is no need to send any PMs regarding this item.
Amulet of Generous Protection
The Amulet of Generous Protection is a one-use, Enchantress-only item. The Enchantress who holds it may choose an ally to “watch”. If she or her ally is attacked, and the damage they take would be fatal, then the Amulet activates and a shield is thrown up around both the Enchantress and her ally. All damage to both of them is prevented for that round. Once the Amulet has activated, it disintegrates.
Please send Maxim a PM with the name of the person you wish to "watch". Once you have sent this PM, it will be assumed that you are watching this person for the rest of the game, unless you send another PM changing who it is.
These items were Witch use only:
Glamour Comb
A Glamour Comb is a Witch-only item. It is worn in the hair of a witch. The Glamour Comb casts an illusion over the witch that disguises her. A witch wearing a Glamour Comb appears to be of a different power level and character type than she actually is. The level and character type of the illusion is set at the beginning of the game and cannot be changed each round by the witch. However, if the witch wishes, she can take 2 rounds to change the power level and character type of the Glamour Comb. The witch cannot use the Glamour Comb during these 2 rounds.
Please send Maxim a PM saying the level and character type you would like to appear as. You may choose between Levels 6 through 1, and character types Sorceror, Witch, and Vampire. Every night, send a PM to Maxim saying whether you wish to wear the comb or not. If you do not send a PM, Maxim will assume that you maintained the most recent action you took with the comb. You start out not wearing the comb. If you wish to change the power level and character type of the Glamour Comb, PM Maxim with that request.
Conversation Stone
A Conversation Stone is a Witch-only item. It is a small stone that can easily be placed in someone’s pocket. A witch in possession of a Conversation Stone may choose a target at the beginning of the game. The target will be given the Conversation Stone. From then on, the witch may communicate with that person anonymously, through an alternate account that will be set up for this purpose. The witch may not retrieve the stone unless the player in possession of it is killed. If this occurs, the witch gets the stone back and may give it to another player.
Please send Maxim a PM saying which person you wish to give the Conversation Stone to. This can be anybody, Light or Dark. If your target is killed, Maxim will send you a PM asking which person you wish to give it to next.
Uncommon Items and Special Roles
Three Light players started in posession with mysterious Pendants. They were not told the specifics, but they could use the pendant each night on one person to see if they held a pendant as well. However, they were forbidden from mentioning or talking about the pendants to anyone. Pendants were destroyed if the player holding one was killed.
If one pendant holder found a second, they would be connected and given the offer to combine their pendants. If they did so, one player at random would be brought back from the dead as the Messiah. The Messiah gained the powers of a Great One as well as the ability to use any Enchantress item.
Vial of Twelve Bloods and The Higher Vampire
One Light Player was charged with holding a Vial of Twelve Bloods. If a Vampire player took hold of it and drank its contents, he could become a Higher Vampire. The Higher Vampire gains the ability of a Great One while retaining the ability to use The Call.
And with that, I think I am done. I'm sorry the game ended up being so complex and it's really too bad there weren't any narrations, but I'm glad that so many of you were willing to come back after the suspension to finish up the game. If there are any other questions or issues, I won't be around much tomorrow, but I'll keep an eye out tonight and tomorrow morning.
I'm so excited!!!
I could do with a spot of tea.
Zot is our great one?
(Don't kill me man)
Does... does anyone else get the feeling that they're watching us? Always?
Boooo
Good to know.
START BOWING DOWN
But first, tea would be most agreeable, wot wot?
Ah well, stiff upper lip and all that.
Light Ones want to kill Light Fanatics.
Light Fanatics want to kill Dark Ones.
Dark Ones want to kill Dark Fanatics.
Dark Fanatics want to kill Light Ones.
Of course, at any time Light can also win by taking out Dark, and Vice Versa.
All in all, it sounds quite complicated and hats off to VH and Maxim for coming up with this.
EDIT: Also.. goddammit, after reading the intro pieces in both threads, I'm going to have to order the books now.
This may actually be more complicated than Phallout.
So how are we going to do this? Baseless day 1 accusations while we wait for a seer to step up?
This is going to be awesome.
Who determines whether a supposed breach is to be prosecuted, and who picks the prosecutor?
With regards to deals, it sounds like any player can make a deal which is effectively binding on his whole side. Is that right?
For shady dealings, you just go through the Inquisition to arbitrate and whatever you get the other side to agree to is fair game, regardless if your side approves or not.
I'm guessing if you don't somehow warn your own side, that may lead to false accusations of breaking treaty. I guess you can act independently in making deals, but it could "be bad".
Query: Why would the light siders allow us to attack on of our own in this case? The only way the light siders benefit from a dark sider killed is if they are fanatics, right? Otherwise, their goal is to kill off light side fanatics before we kill off our fanatics, so the possible outcome of killing a darksider is either a) the person attacked is a fanatic, in which case the dark siders are closer to victory, or b) the person attacked is not a fanatic, at which point the dark siders are closer to victory. And of course vise versa for them asking our permission to kill their own.
I guess what I'm saying is... this whole applying to have people killed thing doesn't make sense to me at all o_O
Darkie attacks lightie. They are of the same power level (or Lightie is higher). Darkie does X damage, wounding but not killing lightie. Lightie finds someone of power level =< 3 (or just represents themselves if they are 3 or less). They say "Darkie attacked me, in violation of the treaty" to the Inquisition.
Inquisition looks at their immaculate records and deduce that Darkie did indeed attack Lightie, and dole out some form of punishment.
EDIT: The deals are just a way of preemptively getting around the treaty, I think.
Well, the only dark ones that the dark side wants dead is the fanatics, so the only mechanic that should be needed to attack them is the inquisition. Other than that, no dark ones should be killed by other dark ones.
The treaty seems to cover light ones and dark ones attacking each other. Aside from fanatics, for whom there is already a mechanic in place for killing, there's no reason to attack your own faction.
EDIT: The light side wouldn't give a damn if we want to kill our own, either. We're either killing a fanatic who is a threat to them, or generally whittling down our own numbers and moving them closer to the 3:1 outnumber ratio they can also win through.
Edit- But...the only people who would want to attack the other faction are fanatics... and they'd have to 'out' themselves to do the asking.
Or is this supposed to be a secret process?
Or a dark side fanatic could appeal to the light side to bump off a darkie who is suspicious of his true fanatacism. And as part of the deal, he gets a free shot at the other team, which as a fanatic he wants.
Wheeling and dealing is done through the Inquisition (PM's to the person you want to deal with and the GMs for approval), so you're not directly outing yourself. You don't need to reveal more info about yourself to the person you're dealing with than it takes to get them to agree. What they choose to reveal to their own team seems pretty dependent on what their true role is on their team, and whatever politics they're playing on their side. And who from their own team they trust with whatever info you choose to give them about yourself.
Yeesh.
They/we also have to consider what revealing deals you've made under the table will make your own team think of you and what you're trying to accomplish. The fact that you even made a deal, or chose to reveal it's details could mean something about who you are. Or you could be lying about the whole thing, or parts of it.
I think I need to lie down, i feel a bit dizzy thinking about all that. :P
LoL: BunyipAristocrat
I think that's a bit closer to the truth.